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Comparing deliantra/server/include/object.h (file contents):
Revision 1.186 by elmex, Mon Oct 6 18:26:35 2008 UTC vs.
Revision 1.210 by root, Sun Oct 11 05:31:54 2009 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
136{ 136{
137 signed char info:4; /* body info as loaded from the file */ 137 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */ 138 signed char used:4; /* Calculated value based on items equipped */
139}; 139};
140 140
141typedef struct oblnk
142{ /* Used to link together several objects */
143 object_ptr ob;
144 struct oblnk *next;
145} objectlink;
146
147typedef struct oblinkpt
148{ /* Used to link together several object links */
149 struct oblnk *link;
150 struct oblinkpt *next;
151 shstr id; /* Used as connected value in buttons/gates */
152} oblinkpt;
153
141INTERFACE_CLASS (object) 154INTERFACE_CLASS (object)
142// these are being copied 155// these are being copied
143struct object_copy : attachable 156struct object_copy : attachable
144{ 157{
145 typedef bitset<NUM_FLAGS> flags_t;
146
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 158 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 159
149 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 160 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
150 uint8 ACC (RW, subtype); /* subtype of object */ 161 uint8 ACC (RW, subtype); /* subtype of object */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 162 sint8 ACC (RW, direction); /* Means the object is moving that way. */
155 shstr ACC (RW, name_pl); /* The plural name of the object */ 166 shstr ACC (RW, name_pl); /* The plural name of the object */
156 shstr ACC (RW, title); /* Of foo, etc */ 167 shstr ACC (RW, title); /* Of foo, etc */
157 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 168 shstr ACC (RW, race); /* human, goblin, dragon, etc */
158 shstr ACC (RW, slaying); /* Which race to do double damage to */ 169 shstr ACC (RW, slaying); /* Which race to do double damage to */
159 /* If this is an exit, this is the filename */ 170 /* If this is an exit, this is the filename */
160 shstr ACC (RW, tag); // a tag used to tracking this object 171
172 typedef bitset<NUM_FLAGS> flags_t;
173 flags_t flag; /* various flags */
174#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]);
176#endif
177
178 shstr ACC (RW, materialname); /* specific material name */
161 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 179 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
162 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
163 shstr ACC (RW, lore); /* Obscure information about this object, */
164 /* To get put into books and the like. */
165 shstr ACC (RW, materialname); /* specific material name */
166 shstr ACC (RW, custom_name); /* Custom name assigned by player */
167// materialtype_t *ACC (RW, material); /* What material this object consists of */ 180// materialtype_t *ACC (RW, material); /* What material this object consists of */
168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 181 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 182 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 183 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
175 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 188 arch_ptr ACC (RW, arch); /* Pointer to archetype */
176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
177 190
178 float ACC (RW, speed); /* The overall speed of this object */ 191 float ACC (RW, speed); /* The overall speed of this object */
179 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 192 float ACC (RW, speed_left); /* How much speed is left to spend this round */
193
180 sint32 ACC (RW, nrof); /* How many of the objects */ 194 sint32 ACC (RW, nrof); /* How many of the objects */
181
182 /* This next big block is basically used for monsters and equipment */ 195 /* This next big block is basically used for monsters and equipment */
183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
184
185 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198
186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
187 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 200 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
188 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 201 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203
190 uint16 ACC (RW, materials); /* What materials this object consists of */ 204 uint16 ACC (RW, materials); /* What materials this object consists of */
191 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
192 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
193 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 207 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
208
194 /* Note that the last_.. values are sometimes used for non obvious 209 /* Note that the last_.. values are sometimes used for non obvious
195 * meanings by some objects, eg, sp penalty, permanent exp. 210 * meanings by some objects, eg, sp penalty, permanent exp.
196 */ 211 */
197 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 212 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
198 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 213 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
199 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
200 sint16 ACC (RW, last_eat); /* How long since we last ate */ 215 sint16 ACC (RW, last_eat); /* How long since we last ate */
216
201 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 217 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
202 sint16 ACC (RW, level); /* Level of creature or object */ 218 sint16 ACC (RW, level); /* Level of creature or object */
219
203 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 220 uint8 ACC (RW, pick_up); /* See crossfire.doc */
204 sint8 ACC (RW, item_power); /* power rating of the object */
205 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 221 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
206 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 222 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
223 uint8 ACC (RW, weapontype); /* type of weapon */
224
225 faceidx ACC (RW, face); /* the graphical face */
226
227 faceidx ACC (RW, sound); /* the sound face */
228 faceidx ACC (RW, sound_destroy); /* played on destroy */
229
230 body_slot slot [NUM_BODY_LOCATIONS];
231
207 sint32 ACC (RW, weight); /* Attributes of the object */ 232 sint32 ACC (RW, weight); /* Attributes of the object */
208 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 233 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
234
209 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 235 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
236
210 sint64 ACC (RW, perm_exp); /* Permanent exp */ 237 sint64 ACC (RW, perm_exp); /* Permanent exp */
211 uint32 ACC (RW, weapontype); /* type of weapon */
212 uint32 ACC (RW, tooltype); /* type of tool or build facility */
213 body_slot slot [NUM_BODY_LOCATIONS];
214 faceidx ACC (RW, face); /* the graphical face */
215 faceidx ACC (RW, sound); /* the sound face */
216 faceidx ACC (RW, sound_destroy); /* played on destroy */
217 living ACC (RO, stats); /* Str, Con, Dex, etc */ 238 living ACC (RO, stats); /* Str, Con, Dex, etc */
218 /* See the pod/objects.pod for more info about body locations */ 239 /* See the pod/objects.pod for more info about body locations */
219 240
220 /* Following mostly refers to fields only used for monsters */ 241 /* Following mostly refers to fields only used for monsters */
221 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
222
223 /* allows different movement patterns for attackers */
224 sint32 ACC (RW, move_status); /* What stage in attack mode */
225 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
226 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
227 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
228 /* races/classes can need less/more exp to gain levels */
229 242
230 /* Spell related information, may be useful elsewhere 243 /* Spell related information, may be useful elsewhere
231 * Note that other fields are used - these files are basically 244 * Note that other fields are used - these files are basically
232 * only used in spells. 245 * only used in spells.
233 */ 246 */
234 sint16 ACC (RW, duration); /* How long the spell lasts */ 247 sint16 ACC (RW, duration); /* How long the spell lasts */
235 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 248 uint8 ACC (RW, casting_time); /* time left before spell goes off */
236
237 uint16 ACC (RW, start_holding);
238 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 249 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
250
239 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 251 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
240
241 sint8 ACC (RW, range); /* Range of the spell */ 252 sint8 ACC (RW, range); /* Range of the spell */
242 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 253 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
254 sint8 ACC (RW, item_power); /* power rating of the object */
255
256 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
243 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 257 MoveType ACC (RW, move_type); /* Type of movement this object uses */
244 MoveType ACC (RW, move_block);/* What movement types this blocks */ 258 MoveType ACC (RW, move_block);/* What movement types this blocks */
245
246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 259 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
260
247 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 261 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
248 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 262 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
249 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 263 MoveType ACC (RW, move_slow); /* Movement types this slows down */
250 264
265 // 8 free bits
266
267 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
268 // /* races/classes can need less/more exp to gain levels */
269 static const float expmul = 1.0;//D
251 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
252
253 char *ACC (RW, spellarg);
254 271
255 /* Following are values used by any object */ 272 /* Following are values used by any object */
256 /* this objects turns into or what this object creates */ 273 /* this objects turns into or what this object creates */
257 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 274 treasurelist *ACC (RW, randomitems); /* Items to be generated */
258 flags_t flag; /* various flags */ 275
259#if FOR_PERL
260 bool ACC (RW, flag[NUM_FLAGS]);
261#endif
262 uint16 ACC (RW, animation_id);/* An index into the animation array */
263 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
264 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 276 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
265 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 277 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
266 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 278 uint8 ACC (RW, will_apply); /* See crossfire.doc */
279 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
280 uint16 ACC (RW, animation_id);/* An index into the animation array */
281 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
282
283 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
267 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ 284 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
268 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ 285 /* allows different movement patterns for attackers */
269 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */ 286 uint8 ACC (RW, move_status); /* What stage in attack mode */
287 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
288
289 //16+ free bits
290
291 // rarely-accessed members should be at the end
292 shstr ACC (RW, tag); // a tag used to tracking this object
293 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
294 shstr ACC (RW, lore); /* Obscure information about this object, */
295 /* To get put into books and the like. */
296 shstr ACC (RW, custom_name); /* Custom name assigned by player */
270}; 297};
298
299const char *query_weight (const object *op);
300const char *query_short_name (const object *op);
301const char *query_name (const object *op);
302const char *query_base_name (const object *op, int plural);
271 303
272struct object : zero_initialised, object_copy 304struct object : zero_initialised, object_copy
273{ 305{
274 // These variables are not changed by ->copy_to 306 // These variables are not changed by ->copy_to
275 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ 307 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
297 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 329 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
298 client_container *seen_by; // seen by which player/container currently? 330 client_container *seen_by; // seen by which player/container currently?
299 key_value *key_values; /* Fields not explictly known by the loader. */ 331 key_value *key_values; /* Fields not explictly known by the loader. */
300 332
301 // privates / perl 333 // privates / perl
302 const shstr &kv_get (const shstr &key) const; 334 shstr_tmp kv_get (shstr_tmp key) const;
303 void kv_del (const shstr &key); 335 void kv_del (shstr_tmp key);
304 void kv_set (const shstr &key, const shstr &value); 336 void kv_set (shstr_tmp key, shstr_tmp value);
305 337
306 // custom extra fields management 338 // custom extra fields management
307 struct key_value_access_proxy 339 struct key_value_access_proxy
308 { 340 {
309 object &ob; 341 object &ob;
310 shstr key; 342 shstr_tmp key;
311 343
312 key_value_access_proxy (object &ob, const shstr &key) 344 key_value_access_proxy (object &ob, shstr_tmp key)
313 : ob (ob), key (key) 345 : ob (ob), key (key)
314 { 346 {
315 } 347 }
316 348
317 const key_value_access_proxy &operator =(const shstr &value) const 349 const key_value_access_proxy &operator =(shstr_tmp value) const
318 { 350 {
319 ob.kv_set (key, value); 351 ob.kv_set (key, value);
320 return *this; 352 return *this;
321 } 353 }
322 354
323 operator const shstr &() const { return ob.kv_get (key); } 355 operator const shstr_tmp () const { return ob.kv_get (key); }
324 operator const char *() const { return ob.kv_get (key); } 356 operator const char *() const { return ob.kv_get (key); }
325 357
326 private: 358 private:
327 void operator =(int); 359 void operator =(int);
328 }; 360 };
329 361
330 // operator [] is too annoying to use 362 // operator [] is too annoying to use
331 const key_value_access_proxy kv (const shstr &key) 363 const key_value_access_proxy kv (shstr_tmp key)
332 { 364 {
333 return key_value_access_proxy (*this, key); 365 return key_value_access_proxy (*this, key);
334 } 366 }
335 367
336 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 368 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
354 } 386 }
355 387
356 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 388 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
357 MTH void destroy_inv (bool drop_to_ground = false); 389 MTH void destroy_inv (bool drop_to_ground = false);
358 MTH object *insert (object *item); // insert into inventory 390 MTH object *insert (object *item); // insert into inventory
359 MTH void play_sound (faceidx sound); 391 MTH void play_sound (faceidx sound) const;
392 MTH void say_msg (const char *msg) const;
360 393
361 void do_remove (); 394 void do_remove ();
362 MTH void remove () 395 MTH void remove ()
363 { 396 {
364 if (!flag [FLAG_REMOVED]) 397 if (!flag [FLAG_REMOVED])
372 remove (); 405 remove ();
373 *this = pos; 406 *this = pos;
374 insert_at (this, this); 407 insert_at (this, this);
375 } 408 }
376 409
410 // high-level move functions, return true if successful
411 int move (int dir, object *originator);
412
413 int move (int dir)
414 {
415 return move (dir, this);
416 }
417
377 static bool can_merge_slow (object *op1, object *op2); 418 static bool can_merge_slow (object *op1, object *op2);
378 419
379 // this is often used in time-critical code, so optimise 420 // this is often used in time-critical code, so optimise
380 MTH static bool can_merge (object *op1, object *op2) 421 MTH static bool can_merge (object *op1, object *op2)
381 { 422 {
384 && can_merge_slow (op1, op2); 425 && can_merge_slow (op1, op2);
385 } 426 }
386 427
387 MTH void set_owner (object *owner); 428 MTH void set_owner (object *owner);
388 MTH void set_speed (float speed); 429 MTH void set_speed (float speed);
430 MTH void set_glow_radius (sint8 rad);
389 MTH bool change_weapon (object *ob); 431 MTH bool change_weapon (object *ob);
390 MTH bool change_skill (object *ob); 432 MTH bool change_skill (object *ob);
391 433
392 MTH void open_container (object *new_container); 434 MTH void open_container (object *new_container);
393 MTH void close_container () 435 MTH void close_container ()
394 { 436 {
395 open_container (0); 437 open_container (0);
396 } 438 }
397 439
398 MTH object *force_find (const shstr name); 440 MTH object *force_find (shstr_tmp name);
399 MTH void force_add (const shstr name, int duration = 0); 441 MTH object *force_add (shstr_tmp name, int duration = 0);
442
443 oblinkpt *find_link () const;
444 MTH void add_link (maptile *map, shstr_tmp id);
445 MTH void remove_link ();
400 446
401 // overwrite the attachable should_invoke function with a version that also checks ev_want_type 447 // overwrite the attachable should_invoke function with a version that also checks ev_want_type
402 bool should_invoke (event_type event) 448 bool should_invoke (event_type event)
403 { 449 {
404 return ev_want_event [event] || ev_want_type [type] || cb; 450 return ev_want_event [event] || ev_want_type [type] || cb;
440 const materialtype_t *dominant_material () const; 486 const materialtype_t *dominant_material () const;
441 487
442 // return the volume of this object in cm³ 488 // return the volume of this object in cm³
443 MTH uint64 volume () const 489 MTH uint64 volume () const
444 { 490 {
445 return total_weight () 491 return (uint64)total_weight ()
446 * 1000 492 * 1000
447 * (type == CONTAINER ? 1000 : 1) 493 * (type == CONTAINER ? 1000 : 1)
448 / dominant_material ()->density; 494 / dominant_material ()->density;
449 } 495 }
496
497 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
450 498
451 MTH bool is_wiz () const { return flag [FLAG_WIZ]; } 499 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
452 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 500 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
453 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 501 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
454 || type == CLOAK || type == BOOTS || type == GLOVES 502 || type == CLOAK || type == BOOTS || type == GLOVES
473 /* This return true if object has still randomitems which 521 /* This return true if object has still randomitems which
474 * could be expanded. 522 * could be expanded.
475 */ 523 */
476 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 524 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
477 525
478 MTH bool has_dialogue () const { return *&msg == '@'; } 526 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
527
528 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
479 529
480 // returns the outermost owner, never returns 0 530 // returns the outermost owner, never returns 0
481 MTH object *outer_owner () 531 MTH object *outer_owner ()
482 { 532 {
483 object *op; 533 object *op;
487 537
488 return op; 538 return op;
489 } 539 }
490 540
491 // returns the outermost environment, never returns 0 541 // returns the outermost environment, never returns 0
492 MTH object *outer_env () 542 MTH object *outer_env_or_self () const
493 { 543 {
494 object *op; 544 const object *op;
495 545
496 for (op = this; op->env; op = op->env) 546 for (op = this; op->env; op = op->env)
497 ; 547 ;
498 548
499 return op; 549 return const_cast<object *>(op);
550 }
551
552 // returns the outermost environment, may return 0
553 MTH object *outer_env () const
554 {
555 return env ? outer_env_or_self () : 0;
500 } 556 }
501 557
502 // returns the player that has this object in his inventory, or 0 558 // returns the player that has this object in his inventory, or 0
503 // we assume the player is always the outer env 559 // we assume the player is always the outer env
504 MTH object *in_player () 560 MTH object *in_player () const
505 { 561 {
506 object *op = outer_env (); 562 object *op = outer_env_or_self ();
507 563
508 return op->type == PLAYER ? op : 0; 564 return op->type == PLAYER ? op : 0;
509 } 565 }
510 566
511 // "temporary" helper function 567 // "temporary" helper function
512 MTH object *head_ () 568 MTH object *head_ () const
513 { 569 {
514 return head ? head : this; 570 return head ? head : const_cast<object *>(this);
515 } 571 }
516 572
517 MTH bool is_head () 573 MTH bool is_head () const
518 { 574 {
519 return head_ () == this; 575 return head_ () == this;
520 } 576 }
521 577
522 MTH bool is_on_map () const 578 MTH bool is_on_map () const
523 { 579 {
524 return !env && !flag [FLAG_REMOVED]; 580 return !env && !flag [FLAG_REMOVED];
525 } 581 }
526 582
527 MTH bool is_in_map_or_inv () const 583 MTH bool is_inserted () const
528 { 584 {
529 return !flag [FLAG_REMOVED]; 585 return !flag [FLAG_REMOVED];
586 }
587
588 MTH bool is_player () const
589 {
590 return !!contr;
591 }
592
593 MTH bool affects_los () const
594 {
595 return glow_radius || flag [FLAG_BLOCKSVIEW];
596 }
597
598 MTH bool has_carried_lights () const
599 {
600 return glow_radius;
530 } 601 }
531 602
532 // returns the player that cna see this object, if any 603 // returns the player that cna see this object, if any
533 MTH object *visible_to () const; 604 MTH object *visible_to () const;
534 605
535 MTH std::string long_desc (object *who = 0); 606 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
536 MTH std::string describe_monster (object *who = 0); 607 MTH std::string describe_monster (object *who = 0);
537 MTH std::string describe_item (object *who = 0); 608 MTH std::string describe_item (object *who = 0);
538 MTH std::string describe (object *who = 0); 609 MTH std::string describe (object *who = 0); // long description, without name
610
611 MTH const char *query_weight () { return ::query_weight (this); }
612 MTH const char *query_name () { return ::query_name (this); }
613 MTH const char *query_short_name () { return ::query_short_name (this); }
614 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); }
539 615
540 // If this object has no extra parts but should have them, 616 // If this object has no extra parts but should have them,
541 // add them, effectively expanding heads into multipart 617 // add them, effectively expanding heads into multipart
542 // objects. This method only works on objects not inserted 618 // objects. This method only works on objects not inserted
543 // anywhere. 619 // anywhere.
627 const char *query_inventory (object *who = 0, const char *indent = ""); 703 const char *query_inventory (object *who = 0, const char *indent = "");
628 704
629 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 705 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
630 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 706 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible
631 707
708 // make some noise with given item into direction dir,
709 // currently only used for players to make them temporarily visible
710 // when they are invisible.
711 MTH void make_noise ();
712
713 /* animation */
714 MTH bool has_anim () const { return animation_id; }
715 const animation &anim () const { return animations [animation_id]; }
716 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
717 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
718 /* anim_frames () returns the number of animations allocated. The last
719 * usuable animation will be anim_frames () - 1 (for example, if an object
720 * has 8 animations, anim_frames () will return 8, but the values will
721 * range from 0 through 7.
722 */
723 MTH int anim_frames () const { return anim ().num_animations; }
724 MTH int anim_facings () const { return anim ().facings; }
725
726 MTH char *as_string ();
727
632protected: 728protected:
633 void link (); 729 void link ();
634 void unlink (); 730 void unlink ();
635 731
636 object (); 732 object ();
644// move this object to the top of its env's inventory to speed up 740// move this object to the top of its env's inventory to speed up
645// searches for it. 741// searches for it.
646static object * 742static object *
647splay (object *ob) 743splay (object *ob)
648{ 744{
649 if (ob->env && ob->env->inv != ob) 745 if (ob->above && ob->env)
650 { 746 {
651 if (ob->above) ob->above->below = ob->below; 747 if (ob->above) ob->above->below = ob->below;
652 if (ob->below) ob->below->above = ob->above; 748 if (ob->below) ob->below->above = ob->above;
653 749
654 ob->above = 0; 750 ob->above = 0;
658 } 754 }
659 755
660 return ob; 756 return ob;
661} 757}
662 758
663typedef struct oblnk
664{ /* Used to link together several objects */
665 object_ptr ob;
666 struct oblnk *next;
667} objectlink;
668
669typedef struct oblinkpt
670{ /* Used to link together several object links */
671 struct oblnk *link;
672 sint32 value; /* Used as connected value in buttons/gates */
673 struct oblinkpt *next;
674} oblinkpt;
675
676object *find_skill_by_name (object *who, const char *name); 759object *find_skill_by_name_fuzzy (object *who, const char *name);
677object *find_skill_by_name (object *who, const shstr &sh); 760object *find_skill_by_name (object *who, shstr_cmp sh);
678object *find_skill_by_number (object *who, int skillno); 761object *find_skill_by_number (object *who, int skillno);
679 762
680/* 763/*
681 * The archetype structure is a set of rules on how to generate and manipulate 764 * The archetype structure is a set of rules on how to generate and manipulate
682 * objects which point to archetypes. 765 * objects which point to archetypes.
736extern objectvec objects; 819extern objectvec objects;
737extern activevec actives; 820extern activevec actives;
738extern archvec archetypes; 821extern archvec archetypes;
739 822
740// "safely" iterate over inv in a way such that the current item is removable 823// "safely" iterate over inv in a way such that the current item is removable
741// quite horrible, thats why its hidden in some macro 824// quite horrible, that's why its hidden in some macro
742#define for_inv_removable(op,var) \ 825#define for_inv_removable(op,var) \
743 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; ) 826 for (object *var, *next_ = (op)->inv; (var = next_), var && (next_ = var->below), var; )
744 827
745#define for_all_objects(var) \ 828#define for_all_objects(var) \
746 for (unsigned _i = 0; _i < objects.size (); ++_i) \ 829 for (unsigned _i = 0; _i < objects.size (); ++_i) \

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